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Messages - Ace_livion

#46
a butcher animals of old age option sound grate.

or a max population where the oldest get butchered first. if y is higher then x

and a no bound animal butchering option :)
#47
here are my thoughts of open bases.

Manhunterpacks Murder Open bases.
unless you make a killbox or something brilliant, they murder your base.
to many openings. no warning on the charge. my bases constantly fear manhunter packs.
there are no mercy when the boombalopes or wargens strike.  (and opening and closing your doors to pot shot at them feel cheesy)

Dry thunderstorm.
so open base.. in the open... lets hope that your colonists get their shit together and research stone cutting .. or else its gonna burn.
you can ask colonists to remove grass around your base when shit happen. but they have to work fast...
it all about defenses.

open colony, have.... more openings... need more turrets.. more turrets = more wealth (if I'm not mistaken) more wealth = more Raiders and bad stuff... its a endless circle of pain... so hard to replace the "wealth" efficient kill box... unless turrets don't make a base more desired to be raided?

but what are we aiming for here? to make open bases more desirable? or underground bases less?
if you aim for the later, things such as earthquakes that punishes underground players more might work.

but to have an "open base" more desired i like to see something like barbed wire? something that allow you to kinda direct the flow of the enemy yet not enclose your base. or give an advantage to the invaders.

have an "combat trained" skill for your tame animals to give them extra movement speed. since open bases without walls have more grass, that allows for animals as a better second hand defense.

practical items for the base like a chimney? gives warms + mood boost + light? sure it uses wood. but cannot be places under solid roof.
outdoor ? more dirt.  dirt = time cleaning and less mood.
so things can be uses to lower that loses will help.
drop the pool table... give me a pool. a nice open pool to hold a party at. that bring all those vault delvers out in the open

how about something like a sprinkler? indoor bases get their food form sunlamps + hydroponics basin. thins that cost a lot of power.
and cant handle rain. so a thing that cant be used underground but help open bases gain faster food for less power is something to desire.
(dammit I made a wall of text)
#48
Ideas / Re: Your Cheapest Ideas
May 21, 2016, 09:53:36 AM
in the stone cutting there's a slight problem.
if you wish to have someone cut 200 sandstone. it somehow count all the stone bricks you already have.
so a Until 200 Sandstone is considered done if there's already 300marble.... :)


#49
Ideas / Re: Your Cheapest Ideas
May 19, 2016, 08:19:39 PM
when a colonist is Dazzles... and drop their things... it really suck to look all over the map after his pants..
make things dropped auto haul able... its really silly that colonists don't automatically the next morning pick up their pants.

next. make animals show what kind of food they eat.... (when you click on them)
i know most people know what a bear eat.. but then you look at a boomrat and wonder? meat or vegetable?
you might also in the future add more alien animals where its good to know, since breeding on meat eaters tend to start a fire or turn into animal starvation....
#50
General Discussion / Re: Is rimworld = earth ?
May 17, 2016, 07:48:22 PM
3 Colonists !?
Earth, dirt, Soil? 3 again?
Illuminati confirmed !?
"The Earth Landing" was a hoax !
#51
Ideas / Re: More events? (event suggestions)
May 05, 2016, 09:43:16 PM
i like to see variations on events.
simple ones like, instead of chased by raiders. chased by a man-hunter pack.
that gonna spice things up.

what about instead of escape pods only landing whit wounded people, a mad person land in a escape pod.
almost the same but spiced up a little more, so you never know what you gonna get.

Starving person.
a starved person will "non-hostile" simple walk into your base and gap as much food as he can carry and leave.
(perhaps even try and knock down a door)
then its up to you if you wish to shoot him, arrest him or simply let him get away whit the food.
a choice that changes depending on how low on food your colony is.

religious pilgrims. (a good spring/ summer event)
a huge group of people suddenly show up at your door.
from there they will do a random thing.
1) all start working on sowing / harvesting crops. (helpful)
2) perform a religious thingy thingy. (like a party, giving mood boost) (positive)
3) perform a heathen thingy thingy. (giving negative mood) (negative)
4) suddenly turn aggressive (hostile)
#52
wonder why people use mortars on those ships.
i prefer placing mines around the ship and knocking on the door whit a single shot.
then i watch the firework and clean up.
#53
Ideas / Re: Sieges more.... siege-like?
May 05, 2016, 09:12:53 PM
I think an alternative "win" condition agents sieges is needed to.
atm, if you wait they bombard your base and then charge.
or you can send out your units and crush them early without damaging your base.

i like to see that there is a chance that they will simply just leave after running out of food. likely 3-4 days of shelling and being a pain. this way we can add more raiders to the sieges. and its more a choice of outlasting them or attacking them. both being a thought decision.
#54
Ideas / Re: Components too cheap
May 05, 2016, 08:54:08 PM
i found that the number of component needed/able to buy, fitted quite well. until you reach the point where there hardly are anything left needed to be build.
i much more like to see the component bench being a cheaper thing to build. or atleast make them cheaper to manufacture.
but the need of component fall drastically once your at the endgame. then its mostly repairing machines and renewing the destroyed turrets.

but if you have modded the ships so they are more common, i think the point of having "cheap" components are missed since there are a state it the game where they are few and being able to afford those that you find is a must.

but that's my personal experience. :)
#55
Ideas / Re: Your Cheapest Ideas
May 03, 2016, 06:00:29 PM
among the set appeal, the set what cloth your colonists gonna were.
i like to see a "set all" button.
a way to quickly set all your colonist to "battle ready" picking up their armor and helmets
and east change back to "work cloth"
the whole individual changing is great but also a bid tiring.

or perhaps something i the alley of a danger button that allows all colonists to priority picking up armor. and telling them to haul them ageing once its unchecked
#56
Ideas / Re: organic reconstructor
May 03, 2016, 12:02:00 PM
Quote from: JimmyAgnt007 on May 03, 2016, 09:44:28 AM
Tynan doesnt want us to be able to take any injury and have some magic fix so that all our people are totally healthy at all times.  If there is no consequence then whats the point?  That being said, glitterworld meds to treat issues like missing noses or scars make sense and maybe treating chronic issues like frail backs but not permanently.

i believe that missing a colonist for 3 month counts as a consequence, in 3 month time, its likely that a number of other colonists are already covered in scares and missing miner body parts. my current option when a colonist happen to be to full of scars and misfortune is to put him/her in a stasis pod and send him to space and find someone new to replace him/her.
#57
General Discussion / Re: No uranium in trade ships.
April 30, 2016, 12:10:25 AM
Quote from: Shurp on April 30, 2016, 12:04:13 AM
It's uncommon... but... what do you need it for?

so fare i only concluded that if you have a person whit 20 in art you can buy a lot of uranium and pray that the statue will earn itself in whit interests once another rare goods trader show up
#58
Ideas / Re: Your Cheapest Ideas
April 29, 2016, 10:59:43 PM
Quote from: newcadence on April 29, 2016, 08:21:30 PM
It's very plausible this has been suggested, but fitting in with the theme of how many genetically modified things are in this game, (Wargs, Boomalopes, Boomrats, Devilstrand, Alphabeavers) I propose a genetically modified wood source which I've dubbed Megabamboo.

Pros:
Grows in a day
Cons:
Very low wood yield to make up for the grow speed
Spreads like wildfire: Can take over your entire map

Or we could add an incident. Megabamboo! Think the opposite of alphabeavers.

i can imagining myself exploding the shit out of this plant :) build a wall of stone around your base and let the megabamboo spreed all over the map. then each time there are raiders i trow out a molotov and watch the world burn around my colonists. then plant a new bamboo next morning :D its will be glorious do make it happen 
#59
Ideas / organic reconstructor
April 29, 2016, 10:50:51 PM
an organic re-constructor. a mix of a stasis pod and a medical bed but able to slowly remove permanent injuries, like scars and stuff.

a big problem i have whit the melee system is permanent scars and other things that cant be cured whit a bionic limb.
making melee feel like a unwanted scenario.

but being able to remove all the bad that have happened to a person, is broken as hell.
strait up broken. no way around it.

so it gotta have some limits/requirements to balance it out.

here I think that first it need to be researched. and need to be after the stasis pod. making it a way late game item.
next is to stop mass production of this item. since it kinda replaces the whole need for medical stuff.
it need a AI core to be made. making it a tad harder to mass produce.
and finally something that make it more of a choice to use then a must. here I'm thinking that the pod simply take a "long time" to use. like 3 months before you get your person back. insuring that in most cases a normal medical operation is preferred.

thoughts ? like, unwanted? to broken?
#60
Ideas / Re: Add 1 friendly AI core
April 29, 2016, 10:20:00 PM
im not in total agreement whit the "clear loose function" since I like to have the game being as open as possibly.
but additional uses of the IA core sounds great. the remote control feature sounds great.